Leveling guide

Humpsalot

Still Mildly Glowing
Assuming “Scoundrel” doesn’t open up any dialog trees and only adds 5 points to speech and barter skills. This seems to be the best way to build a character with max dialog options, max points per level up, with ranged combat as the third thing I had in mind. Also got tons of endurance on accident, feel free to move as many points in endurance around to fit how much you want to carry, how well you want to be liked, or how lucky you are (unless you are going heavy weapons then keep at least 5 endurance). Also I plan to put points into lock picking and science to be able to get access to all areas in the game. While slowly adding points into medicine and explosives so I can be a positive karma person to save everyone. The symbol (*) denotes decisions explained at bottom.
This is also preliminary, seeing how I haven’t played the game and not sure about SPECIAL checks, such as, needing charisma 8 to open up certain dialog for certain NPC’s, for example. Though there are at least 4 free SPECIAL points to move around at your discretion.

MAX SPEECH OPTIONS. MAX Skill points per level. Then ranged combat. Lots of health too.

Tag Speech, Lock picking, and repair*.

Starting stats*:

S: 4
P: 4
E: 8
C: 6
I: 10
A: 4
L: 4

Perk Level Guide:

2) Black widow
3) Intense Training +1 Per(getting it early instead of Agi to help find stuff and PER might help you “notice” other things, such as, how people are acting towards you, or better % change to hit a target, and it also helps lock picking, maybe some locks won’t let you pick a lock with Per only being 4 and to build towards Sniper)
4) Educated
5) Child at heart
6) Intense training +1 Agi
7) Intense Training +1 agi
8) Comprehension (don’t read books/magazines until you get this perk)
9) Intense Training +1 agi
10) Finesse
11) Intense training Agi +1
12) Sniper (assuming I get the +1 perception bobble head by then)
13) Intense Training +1 agi
14) Lawbringer (more quests = more perks)
15) Contract killer (says no requirement needed, but might have to be bad evil to access the guy you turn it into, because again more quests = more perks)
Alt 15) Commando (or gun slinger if you are a 1 handed type of player) (or Size Matters for big wep)
16) Action boy
17) Tag! (Depending if you need it in the least; with 10 int at lvl 1 and Educated at lvl 4 you should have plenty of points when leveling) (Other option would be lifegiver)
18) Concentrated fire
19) Bloody mess for 5% more dmg. Or IT to put another point in w/e. Or lifegiver for 30 more hp, or gunslinger.
20) Here and now (If works at 20, if not see “Alt 20”)
Alt 20) Grim Reaper’s Sprint
21) Grim Reaper’s Sprint (if perk “Here and Now” works at 20)

End game:

S 4 (+ 1 from bobble head (bh)) = 5
P 4 (+1 Intense training (IT) level 3)(+1 bh) = 6
E 8 (+1 bh) = 9
C 6 (+1 bh) = 7
I 10 (the +1 int bobble head will go to waste, but who knows how soon you can get that one) = 10 or 11
A 4 (+1 IT lvl 6)(+1 IT lvl 7) (+1 IT lvl 9) (+1 IT lvl 11) (+1 IT lvl 13) (+1 bh) = 10
L 4 (+1 bh) (starting at 4 because you crit enough with vats it seems) = 5 (10 while shooting with finesse)

Picked repair because seems important for guns, building guns, maintaining guns, possibly fixing things to complete missions, but interchangeable with whatever you feel. Didn't pick science because with 40% in science and some save/loading you should be able to get through most computers early game and eventually get science up to 60% for late game.

Also notice that I didn’t put any perk points into Computer Wiz or Infiltrator comes too late in game and can be replaced by saving and loading if failing.

I would like your input on my preliminary build. Do the veterans out there think I can get away with only having 6 charisma and still being able to talk my way through all the parts of the game that will be able to be talked through? Is 4 too low to start my luck at for same reason? Not sure if there will be a STR check for “Scare” reasons like FO 1, but it looks like I won’t be strong enough for that option.
 
Lol @ Per, wasn't calling for 1 more of you. 1 point into perception for all those Fallout challenged.

Is 6 charisma too low? Been thinking about putting a point or 2 out of endurance and into charisma to own at speech.
 
Isn't this just like setting some characters to immortal just because they're crucial? Stupid idea.
 
Dork Mage said:
IIRC - at one time BethSoft had set 4 as the lowest SPECIAL value in F3. Has this changed?

I never read this, but if you are right it would just be some minor tweaking to fix.

Edit: and I tweaked it and its fixed. Might consider putting 1 or 2 more points into charisma, from endurance.
 
Duh, as if anyone knew what you're talking about anyway if they didn't have a pirated copy to actually try this out...
 
Kuj2 said:
Duh, as if anyone knew what you're talking about anyway if they didn't have a pirated copy to actually try this out...
The manual can be donwloaded from Steam.
 
The manual is one thing, while trying out the real power of perks and real usefulness of skills and SPECIAL values is another, and can be done only in the game.
 
I wouldn't know how to pirate an xbox copy of the game off the web, then convert it to xbox format, and then risk my xbox detecting it and I hear if you play a pirated copy of a game your xbox shuts down? I would not know how to avoid that or risk it to save 14 days of waiting.
 
Kuj2 said:
The manual is one thing, while trying out the real power of perks and real usefulness of skills and SPECIAL values is another, and can be done only in the game.
What usefullness of "Small weapons" do you expect?

I am assuming that you get 25 skill points per level up with Intelligence 10, add 3 Tag skills on top and after 19 level ups you have 520 skill points. Average starting value of skills assumed to be 10 => 650 of 1300 needed to max all skills. Another +15 (+45 for big guns) are available through perks.

With 15 skill points per level up, it would still be 460 without the +15 perks. That are 4 max skills. Speech, Small Guns (is the Gauss rifle in the game), Repair, Sneak??

Or how about 6 Skills at 75 points without the +15 perks? This is again using the 460 skill points.

Educated can give you another +3 per level up. That are max +42 skill points at level 20.
 
That's not even connected to my statement. You're talking about values, and I rather mean general usefulness - like Small Guns in FO2, along with Lockpick and Speech, while I often tagged Steal instead of Lockpick. 'Cause I thought it's useful. Well, it is, but it's not even close to being as useful as Lockpick. And you need a game to learn that.
 
Kuj2 said:
That's not even connected to my statement. You're talking about values, and I rather mean general usefulness - like Small Guns in FO2, along with Lockpick and Speech, while I often tagged Steal instead of Lockpick. 'Cause I thought it's useful. Well, it is, but it's not even close to being as useful as Lockpick. And you need a game to learn that.

I would say the first question is related to your post: What usefullness of "Small weapons" do you expect?
 
Kashrlyyk said:
Kuj2 said:
That's not even connected to my statement. You're talking about values, and I rather mean general usefulness - like Small Guns in FO2, along with Lockpick and Speech, while I often tagged Steal instead of Lockpick. 'Cause I thought it's useful. Well, it is, but it's not even close to being as useful as Lockpick. And you need a game to learn that.

I would say the first question is related to your post: What usefullness of "Small weapons" do you expect?
How many Small Guns are there, are they useful throughout the entire game or only in the beginning of the game, how available are they, are they quickly surpassed bu different weapons etc. etc. etc.

For instance, Throwing was pretty useless in the original games, simply because there weren't an infinite amount of throwing weapons, and they weren't that practical in combat.
 
Sander said:
Kashrlyyk said:
Kuj2 said:
That's not even connected to my statement. You're talking about values, and I rather mean general usefulness - like Small Guns in FO2, along with Lockpick and Speech, while I often tagged Steal instead of Lockpick. 'Cause I thought it's useful. Well, it is, but it's not even close to being as useful as Lockpick. And you need a game to learn that.

I would say the first question is related to your post: What usefullness of "Small weapons" do you expect?
How many Small Guns are there, are they useful throughout the entire game or only in the beginning of the game, how available are they, are they quickly surpassed bu different weapons etc. etc. etc.

For instance, Throwing was pretty useless in the original games, simply because there weren't an infinite amount of throwing weapons, and they weren't that practical in combat.

According to Desslock ammunition will not be as scarce as in Fallout 2. The usefullness definitely depends on the available guns. But all you need for "Small Weapons" is the inclusion of the Gauss Rifle. That was usefull for the rest of the game, if you had enough ammunition. In Fallout Tactics Small Weapons became absolute, thanks to the enormous damage resistance of the endgame enemies.
 
Hmm, F2 ammo was only scarce at the beginning of the game. By the time i am about 1/3rd of the way thru an F2 play, I have so many weapons and ammo it is ridiculous... moreso than I ever had in F1.
 
I just watched this video review: http://au.media.xbox360.ign.com/media/882/882301/vids_1.html

At level 2 he has this total amount of skill points: The lowest skill has 13 points, the highest has 34. Total 259 with tag skills.

That are 19 points on average. He can assign 17 skill points, so maybe not intelligence 10. But at the end he will have 582 skill points without increased intelligence and without the educated perk. The tagged skills take 2*66+72 skill points to max, that is 204
That leaves 119 points for the rest without perks.
He has two skills with only 13 points in them. Maxing one of them leaves 32 points. Now we have 4 maxed skills.

Lets use our first perk. Tag the other skill with 13 points and dump all points in, that pushes it to 60 points. There are several perks that increase two skills by up to 15 points. So that could be another 30 points in the other skill. Educated adds another 48 points and together with size matters you can max big guns, too. That are 6 "close to max" skills. We used 7 perks: Tag, Size Matters (2), Educated and e.g. Gun Nuts(3). So there is definitely a way to increase that further. Is there a chance that the 17 points are from level 1 and 2.

from the review said:
Who doesn´t like a mini tactical nuke?
I am not going to answer that.
 
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